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PaGamO線上遊戲平臺對不同成就之七年級學生數學學習態度與學習成就之影響

Effects of Incorporating the PaGamO Online Gaming Platform Into Math Teaching on the Learning Attitudes and Achievements of Seventh-Graders With Various Achievement Levels

摘要


本研究旨在探究PaGamO線上遊戲平臺應用於數學教學,對於不同成就之七年級學生在數學學習態度與學習成就之差異情形。本研究採用準實驗研究法之不等組前後測設計的方式,研究對象為臺南市某市立國民中學兩班50位七年級學生,一班為實驗組,實施PaGamO線上遊戲平臺應用於數學教學法;另一班為對照組,進行一般教學法,進行八週的實驗研究。研究結果發現:一、實驗組學生在數學學習態度的表現(M =88.62)顯著優於對照組學生(M = 75.50);二、實驗組學生在數學學習成就上的表現(M= 57.00)顯著優於對照組學生(M = 50.84);三、PaGamO線上遊戲平臺應用於數學教學法對不同成就水準的學生,在數學學習態度的表現均有顯著的提升效果;四、PaGamO線上遊戲平臺應用於數學教學法對中、低成就水準學生數學學習成就提升效果最佳;五、實驗組學生對於學習平臺使用接受度均給予正面肯定。

並列摘要


This study investigated the effects of incorporating the PaGamO online gaming platform into math teaching on the learning attitude and achievement of seventh-graders at various achievement levels. A nonequivalent pretest-posttest control group design was adopted. Participants in this study were 50 seventh-graders from a Tainan municipal junior high school. The experimental group was taught using PaGamO online gaming platform as a part of their math education, whereas the control group received traditional teacher-fronted instruction. The findings of this study show that 1. the experimental group had significantly higher math learning-attitude scores (M = 88.62) than those of the control group (M = 75.50); 2. the experimental group had significantly higher math learning-achievement test scores (M = 57.00) than the control group (M = 50.84); 3. the math learning-attitude scores of students with various achievement levels in the experimental group improved; 4. the math learning-achievement test scores of students with low and moderate achievement levels in the experimental group improved significantly; and 5. participant students expressed high satisfaction with PaGamO online gaming platform as part of their math education.

參考文獻


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